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mods: add OS-independent game viewport composition
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@@ -339,7 +339,7 @@ end
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-- demand. Mirrors it into self.orientation / self.positions / self.scale,
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-- which layout(), the editor chrome and the tests read.
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function TouchControls:currentBucket()
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local _, _, sw, sh = SafeArea.rect()
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local _, _, sw, sh = SafeArea.windowRect()
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local o = orientationFor(sw, sh)
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self.layouts = self.layouts or { portrait = {}, landscape = {} }
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local b = self.layouts[o]
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@@ -363,7 +363,7 @@ end
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-- while sizes stay derived from the short edge, times the orientation's
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-- size setting (#633).
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function TouchControls:layout()
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local ox, oy, sw, sh = SafeArea.rect()
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local ox, oy, sw, sh = SafeArea.windowRect()
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if self.layoutW == sw and self.layoutH == sh
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and self.layoutOx == ox and self.layoutOy == oy and self.L then
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return self.L
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@@ -397,7 +397,7 @@ end
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-- Move one control to a screen-space point and persist its normalized
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-- position within the safe rect. Used by the layout editor while dragging.
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function TouchControls:setControlCenter(name, cx, cy)
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local ox, oy, sw, sh = SafeArea.rect()
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local ox, oy, sw, sh = SafeArea.windowRect()
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local L = self:layout()
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local zone = L[name]
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if not zone then return end
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@@ -608,10 +608,10 @@ local function drawIcon(img, zone, pressed, alphaMul)
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zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
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end
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-- Screen-space, called by Game:draw after Renderer:endFrame -- and by
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-- Game2:drawHud after Gold's own present pass -- so the overlay rides on top
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-- of everything (world, UI, CRT/GBC FX included). Also used by the launcher
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-- layout editor under preview mode.
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-- OS-window space, called after GameViewport.finish so the overlay rides on
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-- top of the game, companion composition and post-processing without being
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-- captured or scaled with any game viewport. Also used by the launcher layout
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-- editor under preview mode.
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function TouchControls:draw()
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if not self:visible() then return end
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local L = self:layout()
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